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ShaderAssembler

The functionality of the shadertools module shader system is primarily exposed via the ShaderAssembler class.

shaderAssebler.assembleShaders() composes base vertex and fragment shader source with

  • shader modules
  • hook functions
  • and injections to generate the final vertex and fragment shader source that can be used to create a program.

Types

AssembleShaderOptions

For single shader compilation

  • source - single shader source (always WGSL)

For shader pair compilation

  • vs - vertex shader source
  • fs - fragment shader source code

Common options

  • prologue=true (Boolean) - Will inject platform prologue (see below)
  • defines={} (Object) - a map of key/value pairs representing custom #defines to be injected into the shader source
  • modules=[] (Array) - list of shader modules
  • inject={} (Object) - map of substituions,
  • hookFunctions=[] Array of hook functions descriptions. Descriptions can simply be the hook function signature (with a prefix vs for vertex shader, or fs for fragment shader) or an object with the hook signature, and a header and footer that will always appear in the hook function.

Example of hook function

[
'vs:MY_HOOK_FUNCTION1(inout vec4 color)',
{
hook: 'fs:MY_HOOK_FUNCTION2(inout vec4 color)',
header: 'if (color.a == 0.0) discard;\n',
footer: 'color.a *= 1.2;\n'
}
];

Static Methods

getDefaultShaderAssembler()

Most applications that register default modules and hooks will want to use a single ShaderAssembler

Methods

addDefaultModule(module: ShaderModule)

Add a module that will automatically be added to any programs created by the program manager.

removeDefaultModule(module: ShaderModule)

Remove a module that is automatically being added to programs created by the program manager.

addShaderHook(hook: string, [opts: Object])

Creates a shader hook function that shader modules can injection code into. Shaders can call these functions, which will be no-ops by default. If a shader module injects code it will be executed upon the hook function call. This mechanism allows the application to create shaders that can be automatically extended by included shader modules.

  • hook: vs: or fs: followed by the name and arguments of the function, e.g. vs:MYHOOK_func(inout vec4 value). Hook name without arguments will also be used as the name of the shader hook
  • opts.header (optional): code always included at the beginning of a hook function
  • opts.footer (optional): code always included at the end of a hook function

assembleShader(options: AssembleShaderOptions)

generate the shader source that can be used to create a shader and then a pipeline.

  • composes a single shader source (compute or unified vertex/fragment WGSL shader) with source from shader modules,
  • resolving hook functions and injections to

Returns:

  • vs - the resolved vertex shader
  • fs - the resolved fragment shader
  • getUniforms - a combined getUniforms function covering all modules.

assembleShaderPair(options: AssembleShaderOptions)

Generate the final vertex and fragment shader source that can be compiled to create two shaders and then link them into a pipeline.

  • composes base vertex and fragment shader source with source from shader modules
  • resolves hook functions and injections

Takes the source code of a vertex shader and a fragment shader, and a list of modules, defines, etc. Outputs resolved source code for both shaders, after adding prologue, adding defines, and importing modules, and injecting any shader fragments).

Returns:

  • vs - the resolved vertex shader
  • fs - the resolved fragment shader
  • getUniforms - a combined getUniforms function covering all modules.

Shader Module Assembly

luma.gl's module shader system is primarily exposed via the function assembleShaders which composes base vertex and fragment shader source with shader modules, hook functions and injections to generate the final vertex and fragment shader source that can be used to create a program.

Shader Hooks and Module Injections

Shader hooks and module injections are a system that allows for shader to be written in a generic manner, with behaviour modified when modules are included. For example if we define a shader hook as fs:MY_HOOK_FUNCTION(inout vec4 color), assembleShader will inject the following function automatically into our fragment shader:

void MY_HOOK_FUNCTION(inout vec4 color) {

}

We can the write our fragment shader as follows:

precision highp float;

void main() {
vec4 color = vec4(1.0);
gl_FragColor = MY_HOOK_FUNCTION(color)
}

By default, the hook function is a no-op, so this doesn't do anything. However, if we add a module injection like the following:

{
picking: {
'fs:VERTEX_HOOK_FUNCTION': 'color = vec4(1.0, 0.0, 0.0, 1.0);'
}
}

And pass the picking module to assembledShaders, the hook function will be updated as follows:

void MY_HOOK_FUNCTION(inout vec4 color) {
color = vec4(1.0, 0.0, 0.0, 1.0);
}

The hook function now changes the color from white to red.

Constants and Values

Predefined Injection Hooks

KeyShaderDescription
vs:#declVertexInject at top of shader (declarations)
vs:#main-startVertexInjected at the very beginning of main function
vs:#main-endVertexInjected at the very end of main function
fs:#declFragmentInject at top of shader (declarations)
fs:#main-startFragmentInjected at the very beginning of main function
fs:#main-endFragmentInjected at the very end of main function

NOTE: Injections assume that the main function appears last in a shader.

Usage

Injection Map

assembleShaders (and Model constructor) will take an inject argument that contains a map of:

  • keys indicating hooks (predefined or functions)
  • values representing code to be injected. This can be either a simple string or an object containing the injection string and an order indicating its priority.

Examples:

  inject: {
'fs:#main-end': ' gl_FragColor = picking_filterColor(gl_FragColor)'
}
ProgramManager.getDefaultProgramManager(gl).addShaderHook('fs:MYHOOK_fragmentColor(inout vec4 color)');

new Model(gl, {
vs,
fs: `void main() {
MYHOOK_fragmentColor(gl_FragColor);
}`,
modules: [picking]
inject: {
'fs:#main-start': 'gl_FragColor = vec4(1., 0., 0., 1.);';
'fs:MYHOOK_fragmentColor': {
injection: ' color = picking_filterColor(color);',
order: 9999
}
});